So I've been playing the build above in iTrials (rather successfully) and been able to determine somewhat conclusively that the build above is capable of:
- BAF Trial: soloing a bunker during the Mindwashed Resistance Escape Phase
- MoM Trial: soloing the portals during the Aurora Rescue Phase
- DD Trial: soloing a Repulsive Spine to destruction
So ... performance is "pretty decent" when it counts.
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However, that said ... I'm looking at the distribution of Powers (and Slotting) and realizing that there is STILL some "wasteful muling" going on in the build.
Specifically, Aimed Shot is spending an uncomfortable fraction of time on my powers bar in a fully recharged state ... unused. When fully buffed, the recharge on Aimed Shot gets down to ~1 second, but Snap Shot is down around ~0.5 seconds (and visually "inflates" to recharge almost instantly) because Snap Shot has a 2 second recharge (base).
Set Bonus slotting adds up to +108.75% combined global recharge.
Hasten adds another +70% global recharge.
Chrono Shift adds another +50% global recharge.
6-slotting Decimation into Snap Shot adds +68.5% enhancement recharge through enhancement slotting alone.
100 (base) + 68.5 + 108.75 + 70 + 50 = 397.25% total recharge
So Snap Shot's 2 second recharge becomes 2/3.9725=0.503461296412838 seconds ... which is only slightly slower than Player Reaction Speed.
Even with ZERO slotted enhancement on Snap Shot, due to global recharge factors the 2 second recharge would become 328.75% total recharge ... and 2/3.2875=0.608365019011407 seconds ... a difference of +0.105 seconds (which in practice would be barely noticeable).
My point being that I'm coming to the conclusion that it would be "acceptable" to drop Aimed Shot (and recoup 5 slots in the process) towards an alternative build choice.
But what to build?
Well, right now I've got Luck of the Gambler +7.5% global enhancements getting muled in Stealth, Grant Invisibility, Vengeance and Farsight ... and 3 of those powers (Stealth, Grant Invisibility and Vengeance) are rarely used.
Stealth is something I wind up using during the Lambda Trial during the gathering phase, but effectively at no other time.
Grant Invisibility gets used (briefly) during the TPN Trial (to reduce Pet catchup delays when rushing indoors) and during the Keyes Trial (to reduce Pet catchup delays after Ninja Leaping from bunkers up onto the third reactor to join the fight up there) ... but other than that, Grant Invisibility just sits on my power bar unused.
Vengeance occasionally gets used, but it's so rare (because Creed and others are so quick to resurrect the fallen) that it also spends a supermajority of time on my powers bar fully recharged with no opportunities for usage.
Then I noticed that the revamped
Teleportation Pool includes 2 powers that add +Defense and which can be slotted for +Defense ... Blink and Blink Blitz. Those powers also accept Melee Sets (Blink) and PBAoE Sets (Blink Blitz) so a 5-slot (for global recharge) + Luck of the Gambler global recharge in those 2 powers becomes an option for replacing Stealth and Grant Invisibility.
Which means ...
Remove:
- Aimed Shot
- Stealth
- Grant Invisibility
- Vengeance
Add:
- Blink
- Teleport
- Blink Blitz
- Mass Translocate
Also Gain:
- Team Teleport
- Mass Translocation
Needless to say, this has some VERY interesting options and possibilities going on with it, but it is going to ROYALLY MESS UP the slotting arrangement I've been using up to this point (because of Rule of Five for set bonuses, among other concerns) so I'm going to have to do an almost top to bottom build refactoring in order to make this work ... but I can already see a path that will be usable, particularly for a Level 50 Incarnate respec.
This is going to take some major work to try and get everything sorted (especially since I can't get Mids' Reborn to work on my M2 iMac Mini!), but it's a possibility worth investigating. If nothing else, Teleportation looks like it will "see more use" than the Aimed Shot, Stealth, Grant Invisibility, Vengeance combination has been achieving. Teleportation will enable NEW TACTICS and strategies to be put into play (such as "relocating to cluster" Clockworks during the Keyes Reactor Trial), including repositioning Foes into my Distortion Field bubbles.
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